leafvis trouble, need help optimizing

silentbob

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Hey everyone. Ive been silently watching these forums fro about a year now learning as i go but i have "completed" my map and have run into some huge problems. It loks fine and dandy untill you look up. The 3D skybox seems to have copied the map above the origonal map. Its really weird. Also when i turn on mat_leafvis 1 it shows taht i have only ONE leafvis box. its like when it created the leafvis it looked at the skybox and cut it up.

I created a bottom panel to my skybox to see if that fixed the copying of itself but no luck. The skybox is screwy and the light_environment is dead. FPS is horrible cause its rendering EVERYTHING. any ideas?

Also while compling it says some of the models are "not in the map" whats up with that?

Heres the files. Any help would be GREATLY appreciated.

cs_highschool compile log
cs_highschool vmf

Thanks again
 
**** leaked ****

That might explain quite a lot. :p If you take a look at the compile log, you'll see that there are leak reports everywhere. Compile your map and run the pointfile (map -> load pointfile) and fix the leaks, then compile the map again and see if anything has changed. Repeat if necessary.
 
omg, i thought i had checked for leaks. Well thanks and i hope you didn't waste too much time on me. Ill post back with an updated report. Thanks again.
 
this is off topic, but, I think the concept of this map is really cool (Minus the columbine feel...). So are you going to host it somewhere? And how close is it to finished? As you can probably tell...I want to play this map, like a fat kid wants cake....
 
i didn't want to spread it around but i kinda had to to get this thing fixed. Im trying to get this done by nexet week so i can play test it then ill do more fixing and ill release it to the public. I have one server who will be hosting the map but if you ahve any other suggestions, please feel free to tell. Click the link in my sig for a walk through of what ive been through.
 
jesus, ive been sitting here for like 3 hours fixing "leaks" its like started at one corner and has accused most all of my entities as leaking WTF
 
Yes...I have had this problem before.

Honestly I can't say anything better than restart the map from scratch, it seemed that even re-making the entities, they would still end up leaking through some random point. Maybe try re-making some of the larger brushes.
 
...Are you actually fixing the leaks, or just deleting/moving the entities reported as closest to the leak?
 
Raeven0, I've had the problem where there really isn't a leak, the entire map is completely blocked off by world brushes yet it still reports entities being leaked. It sounds like a designer error, but it's honestly not, I've checked 100x to look for it, and had other experienced mappers look at it, and they all were really dumfounded by it. I think it's a vmf typo made somewhere for some reason.
 
I've seen it only once. There was a brush entity whose origin had gotten moved outside the map.
 
Well I thought i had a good grasp on how to map but Valve once again has proved me wrong. I had some func_details that were trying to block off the map and after reading the sdk docs i found out that welll... you cant! Time to fix and complie. Thanks for your help again.
 
Does hammer still report entitys that poke out of the map as leaks? I used to get that a lot when I had prop_statics got through brushes or out of the map.
 
yes.

jesus, its been 1 hour and 40min and still compiling. THe leaks must have been fixed and its drawing the correct leafvis stuff but its taking forever to do. Any ideas? I heard alot abuot hint brushes etc. should i go ahead and use those? All the CSS maps ive decompiled dont have any, including the offical ones so imconfused. What you all think?
 
I don't think a hint brush would be decompiled because all it does is tell vis (or is it bsp) where to make a split in leaves. And it depends on the type of map you're using. Sometimes a hint brush will help other times it won't or might even hurt you.
 
omgomgomg. Finally after 8237942 hours of work, i did a fast compile and it took about 10min and i can mat_leafvis and it was all nice with boxes and stuff. Thanks a million everyone. Im going to do a full compile and work on lighting and then get ready for the play test tonight. Ill post updates and screens soon.
 
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